Commit Graph
2 Commits
Author SHA1 Message Date
adminandClaude Opus 5.5 d7c0b7cfdb Variables and state machines can reset with every scene (#164)
game-maker / gate (push) Successful in 2m43s
game-maker / suite (push) Successful in 8m40s
A shared variable or machine used to live either per object or for the
whole run. Levels need a third lifetime: shared like global, but built
fresh from the declarations whenever a scene is loaded.

- New scope `scene` for Variables assets and state machines. A missing
  field keeps the old meaning: `global` for assets, `local` for
  machines, so existing projects do not change.
- Returning to a scene that was visited before is fresh as well. There
  is no memory per scene.
- A `scene` machine announces its start state again after a scene swap,
  so `On state entered` in the new scene hears it. A global machine
  stays quiet because it never left its state.
- The rule lives in two pure functions in `sharedState.ts`
  (`carriedForward`, `restartedAssets`). BehaviorSystem only calls them.
- The inspector shows a Scope dropdown on Variables assets and a third
  step on the machine dropdown, with a note on what `scene` means.

Decisions:
- `scene` and `persistent` exclude each other (variant A). The choice
  dialog was cancelled, so this is an assumption to revisit. A
  scene-scoped asset hides the Persistent switch, and switching to
  `scene` drops the flag (undo restores it). The guard sits in
  `isPersistent` itself, so no path can save values the scope throws
  away anyway.

Findings:
- `clickText('Scene')` hits the Scene tab, not the menu entry. One e2e
  check was red because of that, and its partner was falsely green
  because it compared `undefined` with `undefined`. Both use `clickLast`
  now.

Tests:
- ./check.sh: 144 files, 2142 tests, CHECK EXIT 0 (before 143 / 2133)
- 9 new unit tests in tests/core/scene-scope.test.ts
- e2e 32 fresh: ALL PASSED, 17 checks
- e2e 1-3,17,18,26,32,35 fresh: ALL PASSED, 213 checks
- 3 new e2e checks (35: scene-scoped asset resets on swap, 32h: dropdown,
  note, hidden Persistent switch)
- Counter-checks bite: ignoring `restarted` fails 2 unit tests and the
  new check in 35, the old announcement rule fails 1, dropping the scope
  guard in `isPersistent` fails 1. Originals restored, cmp IDENTICAL.
- Check sum 1307 (1304 + 3) is computed. Last CI measurement: 1293.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-23 06:06:53 +02:00
adminandClaude Opus 5 41772e53f7 Variables assets can keep their values from one run to the next (#166)
game-maker / suite (push) Successful in 8m21s
game-maker / gate (push) Failing after 3h5m52s
A game needs a high score or an unlocked level to survive the end of
a run. As agreed in the issue there are no save or load nodes. A
Variables asset gets a switch instead, and the existing Variables
nodes read and write the values as before.

- A "Persistent" checkbox in the Variables inspector. Toggling it is
  one undo step, and absent means not persistent.
- The behavior system loads the saved values at start and writes them
  after every frame that changed one, so a closed tab loses nothing.
- Values live in localStorage per project, not in the project file.
  Another browser or person starts fresh.
- Play and "Run in editor" save apart, so trying a behavior in the
  editor leaves the Play save alone.
- Saved values are read through the current declaration. A removed
  variable drops out, a new one starts from its default, and a changed
  kind is converted.
- "Clear saved values" in the inspector clears this asset in both
  areas. The main menu gets "Clear saved data" for the whole project.
  Clearing takes effect from the next run on.

Decisions:
- The switch covers the whole asset, not single variables. Mixing
  both means two assets.
- A changed default in the inspector shows only after the save is
  cleared. That is what persistent means.

Findings:
- The first e2e run died at "debug hook present" right after a Vulkan
  error from Chrome. The second run passed, so it was a GPU flake at
  start-up.

Tests:
- ./check.sh: 140 files, 2070 tests, exit 0 (before 138 / 2055).
- 15 new unit tests in tests/core/saved-values.test.ts and
  tests/editor/saves.test.ts.
- GM_STEPS=32,46 fresh: ALL PASSED, 24 checks. Six new checks in
  module 32 go through the UI. Module 46 knows the new menu entry.
- Counter-checks both fail as expected. Loading switched off: 2 unit
  tests and 2 e2e checks fail. Editor run writing into the Play area:
  1 e2e check fails.
- Check total 1278 (1272 measured by CI at bbbf341, plus 6).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-22 10:23:57 +02:00